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#1 | |
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Senior Member
Iscritto dal: Apr 2008
Città: Prov. di lecce
Messaggi: 3106
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[Thread ufficiale][Multi] Aspettando Crysis 2
Olè, in un giorno due topic su due futuri giochi con graficoni spaccamascella.
Dunque, diciamo che non vedo l' ora di giocarlo. Intanto vi lascio a questa news: Quote:
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Tag PSN: InfernoRealm |
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#2 | |
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Senior Member
Iscritto dal: May 2007
Messaggi: 6166
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Quote:
Ultima modifica di Alex-RM : 31-07-2009 alle 18:54. |
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#3 |
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Member
Iscritto dal: Jul 2009
Messaggi: 242
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#4 |
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Senior Member
Iscritto dal: May 2007
Messaggi: 6166
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#5 |
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Member
Iscritto dal: Jul 2009
Messaggi: 242
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vedremo. se riesce a impressionare a livello grafico come a chiacchiere allora sarà un mostro davvero, pero ripeto, il video (anzi, la tech demo) non mi ha impressionato
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#6 |
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Senior Member
Iscritto dal: Jan 2004
Città: Pistoia
Messaggi: 942
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in un video comparativo su youtube ho letto che il cry engine 3 su console corrisponde come resa al cry engine 2 su pc a dettagli medi
questo è il video: http://www.youtube.com/watch?v=2WJG14uLA3k |
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#7 | |
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Senior Member
Iscritto dal: Apr 2008
Città: Prov. di lecce
Messaggi: 3106
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Quote:
Comunque da quello che ho capito sarà più o meno come al solito: Su 360 piu antialiasing e un pelo migliori le texture, mentre per ps3 più distance draw (guardare le montagne sulla sfondo, decisamente piu definite), ma un pelo in meno di AA. Davvero bellissimo su entrambe, comunque. P.s. il cryengine 2 su pc owna entrambe a mani basse, sia chiaro.
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Tag PSN: InfernoRealm Ultima modifica di Necrophagist : 31-07-2009 alle 22:05. |
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#8 |
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Senior Member
Iscritto dal: Mar 2006
Messaggi: 6080
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che tale tecnologia approdi anche su console è un bene per tutti.dovete godere tutti.....
Ultima modifica di maggiore scia : 01-08-2009 alle 14:46. |
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#9 | |
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Senior Member
Iscritto dal: Apr 2008
Città: Prov. di lecce
Messaggi: 3106
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Quote:
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Tag PSN: InfernoRealm |
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#10 | |
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Senior Member
Iscritto dal: Jul 2005
Città: MiLaNo
Messaggi: 30000
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Quote:
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#11 |
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Senior Member
Iscritto dal: Apr 2008
Città: Prov. di lecce
Messaggi: 3106
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Ma sei matto?
8800 gts & 4gb di ram, da non sottovalutare.
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Tag PSN: InfernoRealm |
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#12 | |
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Senior Member
Iscritto dal: Jul 2005
Città: MiLaNo
Messaggi: 30000
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Quote:
Con una 8800 GTS Crysis tutto a manetta non ce lo fai andare nemmeno se piangi in pugliese. Scatta a me con la 4870 con tutto al massimo in 1680x1050, quel gioco è un mattone mai visto e chi ti dice "gioco tutto al massimo" se non ha una 295 per esempio ti dice cazzate.
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#13 |
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Senior Member
Iscritto dal: Oct 2008
Città: L'Aquila provincia
Messaggi: 8387
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io a 1920x1200 faccio 30 fps scarsi con tutto al max
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#14 | |
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Senior Member
Iscritto dal: Oct 2006
Città: Siena
Messaggi: 8671
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Quote:
Assolutamente con la mia configurazione "tutto al massimo" (quindi si presume very high in dx10) non ci gira ad un framerate accettabile. Scendendo a compromessi e lavorando sull'ini si riesce ad ottenere gran bella roba, ma è diverso dal "tutto al massimo". Endy.
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PC: HAF-X - ASUS PRIME X370-PRO - Ryzen 5 3600 - 2x8Gb G.Skill FlareX 3200MHz - Gigabyte Nvidia RTX2080 Super Gaming OC - Samsung 840 250Gb - EVGA SuperNOVA G2 650W - Noctua NH-D14 - Asus Xonar D2X - Logitech Z5500 - Dell U2412M Consoles Setup: Playstation 4 Pro - Nintendo Switch - Samsung UE40H6400 - Sony DDGW800 []PSN: Endyamon //// Uplay: Thenezol1 //// Origin: Endy-BT //// STEAM [] |
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#15 |
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Senior Member
Iscritto dal: Mar 2006
Messaggi: 6080
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ahhh....
dx10 tutto su very high,35 fps rock solid. ![]() video dimostrativo,il frap mi ciuccia dai 12\15fps per cui.... http://www.youtube.com/watch?v=F4C9ZKcyniA |
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#16 |
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Senior Member
Iscritto dal: Aug 2005
Città: Lost Heaven
Messaggi: 8765
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Tutti che fanno millemila fps con le loro configurazioni...paesaggi da cartolina... (chiaramente 0 filtri...)
Poi arrivano 5 nemici che sparano e 1 esplosione e tutti a 10 fps.
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~IO SONO MOLTO LEGGENDA~Seguo Samurai Champloo, CLAYMORE~§={Mirror'S Edge in pillole}=§~ tu mi ridai speranza ( ) BLA BLA BLA, Mr. Freeman...Ognuno di noi ha dei segreti...Anche tu ce la puoi farcela! Esci in edicola!
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#17 | |
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Senior Member
Iscritto dal: Mar 2006
Messaggi: 6080
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Quote:
Ultima modifica di maggiore scia : 01-08-2009 alle 15:04. |
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#18 |
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Senior Member
Iscritto dal: Mar 2006
Messaggi: 6080
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va bè,ecco l'elenco delle nuove features del cryengine 3:
CryENGINE® 3: Next Generation Real-Time Graphics The CryENGINE® 3 renderer provides seamless support for both indoor and outdoor environments on current platforms and our multi-core and future-proof graphics technology ensure that CryENGINE® 3 is next-gen ready. CryENGINE® technology is world famous for its award winning rendering and CryENGINE® 3 is no exception. CryENGINE® 3 is the fastest, high-end renderer in the world, with new features specifically designed for console platforms. Benchmark-setting graphical performance, near-photorealism in indoor and wide-open outdoor environments and extra-ordinary real-time special effects are some of the hallmarks of CryENGINE® technology. With CryENGINE® 3, scalability across multiple platforms is a further evolution to enable great looking games – regardless of the target platform. Flow Graph The CryENGINE® 3 simple visual editing system gives designers an intuitive interface to create and control events, triggers and other game logic. This allows designers to build complex levels without needing to write a single script. Integrated Vegetation & Terrain Cover Generation System CryENGINE® 3 vegetation behaves according to natural rules about the desirable and allowable groun slope, surface altitude and allowable plant density, at run-time. Vegetation placement tools automatically create realistic, natural environments in a fraction of the time of traditional hand-placed systems, but still grant the freedom to position individual elements to achieve the perfect look. Real Time Soft Particle System & Integrated FX Editor CryENGINE® 3 simplifies the creation of extremely complex explosion, fire, smoke and other special effects using next generation soft particles, which in turn can be affected by: collisions with any other objects, forces such as wind or gravity and can interact with lights and shadows. Dedicated Road & River Tools All worlds have paths, roads and rivers, so CryENGINE® 3 features a dedicated toolset to enable instantaneous smoothing and leveling of terrain and application of materials, based on the placement of roads and river networks. Dedicated Vehicle Creator The CryENGINE® 3 vehicle toolset allows easy creation of any vehicle type, with intuitive control over vehicle characteristics, including defining component damage and damage effects, passenger positions and functions, weapon hard-points and turrets, engine and physics parameters as well as vehicle specific special effects. Multi-Core Support To get the most out of modern multi-core processor architectures, CPU intensive subsystems of CryENGINE® 3 such as graphics, physics, AI, networking and sound have been optimized to support multiple processors. Real-time Dynamic Global Illumination CryENGINE® 3 features a novel real-time dynamic global illumination solution, fully optimised for current and next generation platforms. For the first time – without pre-computation or geometric limits – you can experience light-bounces, colour bleeding and specular effects in a real-time game engine – unified for all static and dynamic objects. Deferred Lighting The CryENGINE® 3 unique deferred lighting solution allows the rendering of a vast amount of light sources with per pixel shading efficiently and simplifies engine performance tuning across multiple platforms. Natural Lighting & Dynamic Soft Shadows CryENGINE® 3 features near-reality natural lighting at low-cost on multiple platforms and creates soft shadows that dynamically respond to natural movements in real time. High-resolution, perspective correct and volumetric smooth-shadow implementations are also included in CryENGINE® 3. Volumetric, Layer & View Distance Fogging Clouds, smoke, visible gases and fog banks are all rendered realistically, allowing physical phenomena, such as ground-hugging realistic reduction in visibility and contrast, and interaction with dynamic lights and shadows. Normal Maps & Parallax Occlusion Maps CryENGINE® 3 includes parallax occlusion mapping, for all supported platforms, to give a sense of depth to a surface texture applied to a polygon, to achieve realistic levels of detail without needing hi-poly models, for example the relief surface structure of a brick wall or a cobblestone street. Screen Space Ambient Occlusion First pioneered by Crytek in 2005 and now used in most high quality graphics engines, SSAO provides a real time simulation of ambient light occlusion, to provide the real darkening of edges and corners as in the natural world. This high performance solution creates a low overhead on all platforms, with a very high quality result. CryENGINE® 3 provides improved visual functionality alongside the fastest implementation of SSAO available on Xbox 360™, PlayStation® 3 and PC. Uber Shader Technology CryENGINE® 3 shaders are written once in a high level language, then compiled automatically to each platform. The shader output is optimized based on the artists’ settings and the 3D environment in which the shader is used. This creates high performance unique effects, such as: “cloaking”, wet, muddy, and frozen surfaces, which can be layered together and combined with other shaders, such as: metal, glass and other visual effects. CryENGINE® 3 supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate windows, bullet holes, shiny surfaces and many other effects. CryENGINE® 3 also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology allows CryENGINE® 3 to avoid the traditional shortcomings of Uber Shaders alone. Eye Adaptation & High Dynamic Range (HDR) Lighting Eye Adaptation is used to simulate the human eye’s adaptation to sudden or extreme changes in lighting conditions, like dark indoor environments suddenly transitioning to bright sunny outdoor environments, while HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered. Pristine Motion Blur & Depth of Field Motion Blur can be applied to individual objects (object based motion blur) and to an entire scene (screen based motion blur) Depth of Field effects can be defined easily with the multi-platform WYSIWYP editor. CryENGINE® 3 now implements the highest quality for these effects at a low performance cost, across all supported platforms. http://www.crytek.com/technology/cry...pecifications/ interessante l'introduzione del deffered lighting e il nuovo sandbox3(il favoloso editor) anche per console... video 1 http://www.gametrailers.com/video/gd...engine-3/47412 video 2 http://www.gametrailers.com/video/gd...engine-3/47410 mirabile... |
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#19 | |
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Senior Member
Iscritto dal: Jan 2005
Messaggi: 21718
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Quote:
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#20 |
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Senior Member
Iscritto dal: Apr 2008
Città: Prov. di lecce
Messaggi: 3106
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Tag PSN: InfernoRealm |
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